Base Class: Paladin
Brave and steadfast, those who take the Oath of the Metal Inquisitor focus their training on defensive techniques as well as improved weapon conjuring. Aiding their teammates and mercilessly swinging at their opponents, Metal Inquisitors are invaluable allies and very capable warriors.
Scarred, battered and bruised, the lone mercenary stumbles back into his tent. With deft, practiced motions, he removes his weighty chain mail, revealing a deep crimson gash on his upper arm. Muttering under his breath, the man places his other hand on the wound, slowly moving it over its length. Soft light fills the tent, and as the mercenary removes his hand, the wound is healed. Immediately after, he draws his blade from his sheath and begins the process of mending that too, in a manner similar to his arm
Steel Tender
When you take this oath, you learn to apply your healing to metals as well. Your Lay on Hands feature can affect constructs.
Additionally, you can expend 1 hit point from your pool of healing to cast mending
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Reverse Polarity. As an action, you can channel divinity to manipulate the magnetic fields surrounding you and extend them outward.
You cause any number of creatures that use metal as a weapon or armour within 30 feet to make attack rolls with disadvantage until the beginning of your next turn.
Magnetic Pull. As a bonus action, you can increase the strength of your magnetic pull for a short time. For this round and the following 2 rounds you can magnetically pull on any source of metal within 90 feet and cause it to fly up to 45 feet towards you. You can repeat this bonus action on the next rounds, or change the source of metal you are pulling against. If the source of metal is too heavy it may remain stationary.
You can pull metal attached to unwilling creatures to force them to move. If they fail a Strength Saving Throw they will be pulled 45 feet towards you in a straight line.
You may also pull yourself towards a source of metal within 90 feet of you. Using your bonus action to fly 45 feet towards it in a straight line.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Metal Inquisitor Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Magnetism
Starting at 7th level. You activate a magnetic field which allows you to lift and manipulate up to 500 lbs of metal within 30 feet of you. You can move the metal at a speed of up to 30 feet per round, if you attempt to crush a creature using this they must succeed a dexterity saving throw or take 1d10 bludgeoning damage per 100 lbs. Attempting to restrain a creature using this will require them to succeed a strength saving throw equal to 10+ your spellcasting modifier.
This ability can be used once per short rest.
Magnetic Reach
Starting at 15th level, you are able to cause magnetic ruptures to appear at a point you choose within 60 feet which reaches out to any creatures of your choosing in a 30 foot radius. Causing them to be pulled towards the magnetic point. Each creature must make a Strength saving throw. On a failure the creature will be dragged to the closest unoccupied space near the origin point and takes 4d10 force damage. A creature takes half damage and isn't moved on a successful save.
Metal Angel
At 20th level, you are able to harness the magnetic energies of the world around you with unparalleled mastery. Using your action, you can heighten your ferromagnetic senses. For 1 hour, you gain the following benefits:
- Control fragments of metal from the earth around you, forming a disk under your feat granting you a flying speed of 60 feet.
- You emanate an magnetic field in a 30-foot radius, causing tiny fragments of metal to combine and form deadly shards that course through the air around you. When a creature enters the field's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
- You can forgo taking your movement in combat, choosing to instead target an creature that is connected to metal in some way, and force them to make a Strength saving throw. On an unsuccessful save the creature will be pulled up to the distance of your movement towards you in a straight line.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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5/12/2021 10:57:25 AM
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Coming Soon
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